qzdoom-gpl/src/g_shared/a_morph.cpp
Christoph Oelckers 8a7671ad8b - exported all member fields from the morph items.
- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity.
- renamed save key for above variable.
2016-11-23 23:28:03 +01:00

708 lines
20 KiB
C++

#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_sharedglobal.h"
#include "sbar.h"
#include "a_morph.h"
#include "doomstat.h"
#include "g_level.h"
#include "serializer.h"
#include "p_enemy.h"
#include "d_player.h"
#include "r_data/sprites.h"
static FRandom pr_morphmonst ("MorphMonster");
void EndAllPowerupEffects(AInventory *item);
void InitAllPowerupEffects(AInventory *item);
//---------------------------------------------------------------------------
//
// FUNC P_MorphPlayer
//
// Returns true if the player gets turned into a chicken/pig.
//
// TODO: Allow morphed players to receive weapon sets (not just one weapon),
// since they have their own weapon slots now.
//
//---------------------------------------------------------------------------
bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
{
AInventory *item;
APlayerPawn *morphed;
APlayerPawn *actor;
actor = p->mo;
if (actor == nullptr)
{
return false;
}
if (actor->flags3 & MF3_DONTMORPH)
{
return false;
}
if ((p->mo->flags2 & MF2_INVULNERABLE) && ((p != activator) || (!(style & MORPH_WHENINVULNERABLE))))
{ // Immune when invulnerable unless this is a power we activated
return false;
}
if (p->morphTics)
{ // Player is already a beast
if ((p->mo->GetClass() == spawntype)
&& (p->mo->PlayerFlags & PPF_CANSUPERMORPH)
&& (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE))
&& (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == nullptr))
{ // Make a super chicken
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
}
return false;
}
if (p->health <= 0)
{ // Dead players cannot morph
return false;
}
if (spawntype == nullptr)
{
return false;
}
if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
return false;
}
if (spawntype == p->mo->GetClass())
{
return false;
}
morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
EndAllPowerupEffects(actor->Inventory);
DObject::StaticPointerSubstitution (actor, morphed);
if ((style & MORPH_TRANSFERTRANSLATION) && !(morphed->flags2 & MF2_DONTTRANSLATE))
{
morphed->Translation = actor->Translation;
}
if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
{
morphed->tid = actor->tid;
morphed->AddToHash ();
actor->RemoveFromHash ();
actor->tid = 0;
}
morphed->Angles.Yaw = actor->Angles.Yaw;
morphed->target = actor->target;
morphed->tracer = actor->tracer;
morphed->alternative = actor;
morphed->FriendPlayer = actor->FriendPlayer;
morphed->DesignatedTeam = actor->DesignatedTeam;
morphed->Score = actor->Score;
p->PremorphWeapon = p->ReadyWeapon;
morphed->special2 = actor->flags & ~MF_JUSTHIT;
morphed->player = p;
if (actor->renderflags & RF_INVISIBLE)
{
morphed->special2 |= MF_JUSTHIT;
}
if (morphed->ViewHeight > p->viewheight && p->deltaviewheight == 0)
{ // If the new view height is higher than the old one, start moving toward it.
p->deltaviewheight = p->GetDeltaViewHeight();
}
morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
morphed->flags2 |= actor->flags2 & MF2_FLY;
morphed->flags3 |= actor->flags3 & MF3_GHOST;
AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
actor->player = nullptr;
actor->alternative = morphed;
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
actor->flags |= MF_UNMORPHED;
actor->renderflags |= RF_INVISIBLE;
p->morphTics = (duration) ? duration : MORPHTICS;
// [MH] Used by SBARINFO to speed up face drawing
p->MorphedPlayerClass = spawntype;
p->MorphStyle = style;
p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
p->health = morphed->health;
p->mo = morphed;
p->Vel.X = p->Vel.Y = 0;
morphed->ObtainInventory (actor);
// Remove all armor
for (item = morphed->Inventory; item != nullptr; )
{
AInventory *next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
{
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
{
// Set the HexenArmor slots to 0, except the class slot.
AHexenArmor *hxarmor = static_cast<AHexenArmor *>(item);
hxarmor->Slots[0] = 0;
hxarmor->Slots[1] = 0;
hxarmor->Slots[2] = 0;
hxarmor->Slots[3] = 0;
hxarmor->Slots[4] = spawntype->HexenArmor[0];
}
else
{
item->DepleteOrDestroy();
}
}
item = next;
}
InitAllPowerupEffects(morphed->Inventory);
morphed->ActivateMorphWeapon ();
if (p->camera == actor)
{
p->camera = morphed;
}
morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
if (eflash)
eflash->target = p->mo;
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UndoPlayerMorph
//
//----------------------------------------------------------------------------
bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, bool force)
{
AWeapon *beastweap;
APlayerPawn *mo;
APlayerPawn *pmo;
pmo = player->mo;
// [MH]
// Checks pmo as well; the PowerMorph destroyer will
// try to unmorph the player; if the destroyer runs
// because the level or game is ended while morphed,
// by the time it gets executed the morphed player
// pawn instance may have already been destroyed.
if (pmo == nullptr || pmo->alternative == nullptr)
{
return false;
}
bool DeliberateUnmorphIsOkay = !!(MORPH_STANDARDUNDOING & unmorphflag);
if ((pmo->flags2 & MF2_INVULNERABLE) // If the player is invulnerable
&& ((player != activator) // and either did not decide to unmorph,
|| (!((player->MorphStyle & MORPH_WHENINVULNERABLE) // or the morph style does not allow it
|| (DeliberateUnmorphIsOkay))))) // (but standard morph styles always allow it),
{ // Then the player is immune to the unmorph.
return false;
}
mo = barrier_cast<APlayerPawn *>(pmo->alternative);
mo->SetOrigin (pmo->Pos(), false);
mo->flags |= MF_SOLID;
pmo->flags &= ~MF_SOLID;
if (!force && !P_TestMobjLocation (mo))
{ // Didn't fit
mo->flags &= ~MF_SOLID;
pmo->flags |= MF_SOLID;
player->morphTics = 2*TICRATE;
return false;
}
// No longer using tracer as morph storage. That is what 'alternative' is for.
// If the tracer has changed on the morph, change the original too.
mo->target = pmo->target;
mo->tracer = pmo->tracer;
pmo->player = nullptr;
// Remove the morph power if the morph is being undone prematurely.
for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
{
next = item->Inventory;
if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
{
static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
item->Destroy();
}
}
EndAllPowerupEffects(pmo->Inventory);
mo->ObtainInventory (pmo);
DObject::StaticPointerSubstitution (pmo, mo);
if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
{
mo->tid = pmo->tid;
mo->AddToHash ();
}
mo->Angles.Yaw = pmo->Angles.Yaw;
mo->player = player;
mo->reactiontime = 18;
mo->flags = ActorFlags::FromInt (pmo->special2) & ~MF_JUSTHIT;
mo->Vel.X = mo->Vel.Y = 0;
player->Vel.Zero();
mo->Vel.Z = pmo->Vel.Z;
if (!(pmo->special2 & MF_JUSTHIT))
{
mo->renderflags &= ~RF_INVISIBLE;
}
mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
mo->Score = pmo->Score;
InitAllPowerupEffects(mo->Inventory);
PClassActor *exit_flash = player->MorphExitFlash;
bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
bool undobydeathsaves = !!(player->MorphStyle & MORPH_UNDOBYDEATHSAVES);
player->morphTics = 0;
player->MorphedPlayerClass = 0;
player->MorphStyle = 0;
player->MorphExitFlash = nullptr;
player->viewheight = mo->ViewHeight;
AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
if (level2 != nullptr)
{
level2->Destroy ();
}
if ((player->health > 0) || undobydeathsaves)
{
player->health = mo->health = mo->SpawnHealth();
}
else // killed when morphed so stay dead
{
mo->health = player->health;
}
player->mo = mo;
if (player->camera == pmo)
{
player->camera = mo;
}
// [MH]
// If the player that was morphed is the one
// taking events, reset up the face, if any;
// this is only needed for old-skool skins
// and for the original DOOM status bar.
if (player == &players[consoleplayer])
{
FString face = pmo->GetClass()->Face;
if (face.IsNotEmpty() && strcmp(face, "None") != 0)
{
// Assume root-level base skin to begin with
size_t skinindex = 0;
// If a custom skin was in use, then reload it
// or else the base skin for the player class.
if ((unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
(size_t)player->userinfo.GetSkin() < numskins)
{
skinindex = player->userinfo.GetSkin();
}
else if (PlayerClasses.Size () > 1)
{
const PClass *whatami = player->mo->GetClass();
for (unsigned int i = 0; i < PlayerClasses.Size (); ++i)
{
if (PlayerClasses[i].Type == whatami)
{
skinindex = i;
break;
}
}
}
}
}
AActor *eflash = nullptr;
if (exit_flash != nullptr)
{
eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
if (eflash) eflash->target = mo;
}
mo->SetupWeaponSlots(); // Use original class's weapon slots.
beastweap = player->ReadyWeapon;
if (player->PremorphWeapon != nullptr)
{
player->PremorphWeapon->PostMorphWeapon ();
}
else
{
player->ReadyWeapon = player->PendingWeapon = nullptr;
}
if (correctweapon)
{ // Better "lose morphed weapon" semantics
PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon);
if (morphweapon != nullptr && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
AWeapon *OriginalMorphWeapon = static_cast<AWeapon *>(mo->FindInventory (morphweapon));
if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon))
{ // You don't get to keep your morphed weapon.
if (OriginalMorphWeapon->SisterWeapon != nullptr)
{
OriginalMorphWeapon->SisterWeapon->Destroy ();
}
OriginalMorphWeapon->Destroy ();
}
}
}
else // old behaviour (not really useful now)
{ // Assumptions made here are no longer valid
if (beastweap != nullptr)
{ // You don't get to keep your morphed weapon.
if (beastweap->SisterWeapon != nullptr)
{
beastweap->SisterWeapon->Destroy ();
}
beastweap->Destroy ();
}
}
mo->alternative = nullptr;
pmo->alternative = nullptr;
pmo->Destroy ();
// Restore playerclass armor to its normal amount.
AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
if (hxarmor != nullptr)
{
hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0];
}
return true;
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphMonster
//
// Returns true if the monster gets turned into a chicken/pig.
//
//---------------------------------------------------------------------------
bool P_MorphMonster (AActor *actor, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
{
AMorphedMonster *morphed;
if (actor == NULL || actor->player || spawntype == NULL ||
actor->flags3 & MF3_DONTMORPH ||
!(actor->flags3 & MF3_ISMONSTER) ||
!spawntype->IsDescendantOf (RUNTIME_CLASS(AMorphedMonster)))
{
return false;
}
morphed = static_cast<AMorphedMonster *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
DObject::StaticPointerSubstitution (actor, morphed);
if ((style & MORPH_TRANSFERTRANSLATION) && !(morphed->flags2 & MF2_DONTTRANSLATE))
{
morphed->Translation = actor->Translation;
}
morphed->tid = actor->tid;
morphed->Angles.Yaw = actor->Angles.Yaw;
morphed->UnmorphedMe = actor;
morphed->Alpha = actor->Alpha;
morphed->RenderStyle = actor->RenderStyle;
morphed->Score = actor->Score;
morphed->UnmorphTime = level.time + ((duration) ? duration : MORPHTICS) + pr_morphmonst();
morphed->MorphStyle = style;
morphed->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
morphed->FlagsSave = actor->flags & ~MF_JUSTHIT;
morphed->special = actor->special;
memcpy (morphed->args, actor->args, sizeof(actor->args));
morphed->CopyFriendliness (actor, true);
morphed->flags |= actor->flags & MF_SHADOW;
morphed->flags3 |= actor->flags3 & MF3_GHOST;
if (actor->renderflags & RF_INVISIBLE)
{
morphed->FlagsSave |= MF_JUSTHIT;
}
morphed->AddToHash ();
actor->RemoveFromHash ();
actor->special = 0;
actor->tid = 0;
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
actor->flags |= MF_UNMORPHED;
actor->renderflags |= RF_INVISIBLE;
AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
if (eflash)
eflash->target = morphed;
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UndoMonsterMorph
//
// Returns true if the monster unmorphs.
//
//----------------------------------------------------------------------------
bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
{
AActor *actor;
if (beast->UnmorphTime == 0 ||
beast->UnmorphedMe == NULL ||
beast->flags3 & MF3_STAYMORPHED ||
beast->UnmorphedMe->flags3 & MF3_STAYMORPHED)
{
return false;
}
actor = beast->UnmorphedMe;
actor->SetOrigin (beast->Pos(), false);
actor->flags |= MF_SOLID;
beast->flags &= ~MF_SOLID;
ActorFlags6 beastflags6 = beast->flags6;
beast->flags6 &= ~MF6_TOUCHY;
if (!force && !P_TestMobjLocation (actor))
{ // Didn't fit
actor->flags &= ~MF_SOLID;
beast->flags |= MF_SOLID;
beast->flags6 = beastflags6;
beast->UnmorphTime = level.time + 5*TICRATE; // Next try in 5 seconds
return false;
}
actor->Angles.Yaw = beast->Angles.Yaw;
actor->target = beast->target;
actor->FriendPlayer = beast->FriendPlayer;
actor->flags = beast->FlagsSave & ~MF_JUSTHIT;
actor->flags = (actor->flags & ~(MF_FRIENDLY|MF_SHADOW)) | (beast->flags & (MF_FRIENDLY|MF_SHADOW));
actor->flags3 = (actor->flags3 & ~(MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST))
| (beast->flags3 & (MF3_NOSIGHTCHECK|MF3_HUNTPLAYERS|MF3_GHOST));
actor->flags4 = (actor->flags4 & ~MF4_NOHATEPLAYERS) | (beast->flags4 & MF4_NOHATEPLAYERS);
if (!(beast->FlagsSave & MF_JUSTHIT))
actor->renderflags &= ~RF_INVISIBLE;
actor->health = actor->SpawnHealth();
actor->Vel = beast->Vel;
actor->tid = beast->tid;
actor->special = beast->special;
actor->Score = beast->Score;
memcpy (actor->args, beast->args, sizeof(actor->args));
actor->AddToHash ();
beast->UnmorphedMe = NULL;
DObject::StaticPointerSubstitution (beast, actor);
PClassActor *exit_flash = beast->MorphExitFlash;
beast->Destroy ();
AActor *eflash = Spawn(exit_flash, beast->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
if (eflash)
eflash->target = actor;
return true;
}
//----------------------------------------------------------------------------
//
// FUNC P_UpdateMorphedMonster
//
// Returns true if the monster unmorphs.
//
//----------------------------------------------------------------------------
bool P_UpdateMorphedMonster (AMorphedMonster *beast)
{
if (beast->UnmorphTime > level.time)
{
return false;
}
return P_UndoMonsterMorph (beast);
}
//----------------------------------------------------------------------------
//
// FUNC P_MorphedDeath
//
// Unmorphs the actor if possible.
// Returns the unmorphed actor, the style with which they were morphed and the
// health (of the AActor, not the player_t) they last had before unmorphing.
//
//----------------------------------------------------------------------------
bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *morphedhealth)
{
// May be a morphed player
if ((actor->player) &&
(actor->player->morphTics) &&
(actor->player->MorphStyle & MORPH_UNDOBYDEATH) &&
(actor->player->mo) &&
(actor->player->mo->alternative))
{
AActor *realme = actor->player->mo->alternative;
int realstyle = actor->player->MorphStyle;
int realhealth = actor->health;
if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
{
*morphed = realme;
*morphedstyle = realstyle;
*morphedhealth = realhealth;
return true;
}
return false;
}
// May be a morphed monster
if (actor->GetClass()->IsDescendantOf(RUNTIME_CLASS(AMorphedMonster)))
{
AMorphedMonster *fakeme = static_cast<AMorphedMonster *>(actor);
AActor *realme = fakeme->UnmorphedMe;
if (realme != NULL)
{
if ((fakeme->UnmorphTime) &&
(fakeme->MorphStyle & MORPH_UNDOBYDEATH))
{
int realstyle = fakeme->MorphStyle;
int realhealth = fakeme->health;
if (P_UndoMonsterMorph(fakeme, !!(fakeme->MorphStyle & MORPH_UNDOBYDEATHFORCED)))
{
*morphed = realme;
*morphedstyle = realstyle;
*morphedhealth = realhealth;
return true;
}
}
if (realme->flags4 & MF4_BOSSDEATH)
{
realme->health = 0; // make sure that A_BossDeath considers it dead.
A_BossDeath(realme);
}
}
fakeme->flags3 |= MF3_STAYMORPHED; // moved here from AMorphedMonster::Die()
return false;
}
// Not a morphed player or monster
return false;
}
//===========================================================================
//
// EndAllPowerupEffects
//
// Calls EndEffect() on every Powerup in the inventory list.
//
//===========================================================================
void EndAllPowerupEffects(AInventory *item)
{
while (item != NULL)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
{
static_cast<APowerup *>(item)->EndEffect();
}
item = item->Inventory;
}
}
//===========================================================================
//
// InitAllPowerupEffects
//
// Calls InitEffect() on every Powerup in the inventory list.
//
//===========================================================================
void InitAllPowerupEffects(AInventory *item)
{
while (item != NULL)
{
if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
{
static_cast<APowerup *>(item)->InitEffect();
}
item = item->Inventory;
}
}
// Base class for morphing projectiles --------------------------------------
IMPLEMENT_CLASS(AMorphProjectile, false, false, false, false)
DEFINE_FIELD(AMorphProjectile, PlayerClass)
DEFINE_FIELD(AMorphProjectile, MonsterClass)
DEFINE_FIELD(AMorphProjectile, MorphFlash)
DEFINE_FIELD(AMorphProjectile, UnMorphFlash)
DEFINE_FIELD(AMorphProjectile, Duration)
DEFINE_FIELD(AMorphProjectile, MorphStyle)
int AMorphProjectile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->player)
{
P_MorphPlayer (NULL, target->player, PlayerClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
}
else
{
P_MorphMonster (target, MonsterClass, Duration, MorphStyle, MorphFlash, UnMorphFlash);
}
return -1;
}
void AMorphProjectile::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
auto def = (AMorphProjectile*)GetDefault();
arc("playerclass", PlayerClass, def->PlayerClass)
("monsterclass", MonsterClass, def->MonsterClass)
("duration", Duration, def->Duration)
("morphstyle", MorphStyle, def->MorphStyle)
("morphflash", MorphFlash, def->MorphFlash)
("unmorphflash", UnMorphFlash, def->UnMorphFlash);
}
// Morphed Monster (you must subclass this to do something useful) ---------
IMPLEMENT_CLASS(AMorphedMonster, false, true, false, false)
IMPLEMENT_POINTERS_START(AMorphedMonster)
IMPLEMENT_POINTER(UnmorphedMe)
IMPLEMENT_POINTERS_END
DEFINE_FIELD(AMorphedMonster, UnmorphedMe)
DEFINE_FIELD(AMorphedMonster, UnmorphTime)
DEFINE_FIELD(AMorphedMonster, MorphStyle)
DEFINE_FIELD(AMorphedMonster, MorphExitFlash)
void AMorphedMonster::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("unmorphedme", UnmorphedMe)
("unmorphtime", UnmorphTime)
("morphstyle", MorphStyle)
("morphexitflash", MorphExitFlash)
("flagsave", FlagsSave);
}
void AMorphedMonster::Destroy ()
{
if (UnmorphedMe != NULL)
{
UnmorphedMe->Destroy ();
}
Super::Destroy ();
}
void AMorphedMonster::Die (AActor *source, AActor *inflictor, int dmgflags)
{
// Dead things don't unmorph
// flags3 |= MF3_STAYMORPHED;
// [MH]
// But they can now, so that line above has been
// moved into P_MorphedDeath() and is now set by
// that function if and only if it is needed.
Super::Die (source, inflictor, dmgflags);
if (UnmorphedMe != NULL && (UnmorphedMe->flags & MF_UNMORPHED))
{
UnmorphedMe->health = health;
UnmorphedMe->Die (source, inflictor, dmgflags);
}
}
void AMorphedMonster::Tick ()
{
if (!P_UpdateMorphedMonster (this))
{
Super::Tick ();
}
}